This commit is contained in:
2026-08-27 18:20:26 +02:00
parent a926cd6799
commit 029f9d4d0a
17 changed files with 359 additions and 368 deletions
+55 -60
View File
@@ -16,12 +16,8 @@ vec4 fx_master(vec3 c0, vec3 c, int seed, vec3 m0) {
return vec4(c_out, 1.0);
}
subroutine vec4 fx_stage_sub(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0);
subroutine uniform fx_stage_sub fx_stage;
// FX 1 : thru
subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
// start
@@ -39,7 +35,7 @@ subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedb
vec3 c = c0;
c = shift3(c, hue);
c *= 1 + saturation;
c = mix(c + light * 2.0, c - (1 - light) * 2.0, step(0.5, light));
c = mix(c + light * 2.0, c - (1 - light) * 2.0, step(.5, light));
return fx_master(c0, c, seed, m0);
}
@@ -64,26 +60,26 @@ vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2
vec3 c0 = texture(src0, uv0).xyz;
vec2 uv2 = uv1;
uv2 = mix(uv2 * (1 + zoom * 2), uv2 * (zoom), step(0.5, zoom));
uv2 = mix(uv2 * (1 + zoom * 2), uv2 * (zoom), step(.5, zoom));
uv2 += vec2(x_shift * ratio, y_shift) * 2;
vec3 c = reframe(src1, uv2).xyz;
return fx_master(c0, c, seed, m0);
}
subroutine(fx_stage_sub) vec4 fx_2(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
vec4 fx_2(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
return fx_shift(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
}
// FX 3 : shift
subroutine(fx_stage_sub) vec4 fx_3(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
vec4 fx_3(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
return fx_shift(vUV, previous, previous, seed, b1, f1, b2, f2, b3, f3, m0);
}
// FX 4 : colorize
subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
// start
@@ -109,7 +105,7 @@ subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedb
}
// FX 5 : quantize
subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
// start
@@ -131,18 +127,18 @@ subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedb
vec2 uv2 = uv1;
float pixel = (1 - pixel_size) * 250 + 25;
uv2 = round(uv2 * pixel) / pixel;
vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, 0.005 * blur).xyz;
vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, .005 * blur).xyz;
float colors = (1 - quantize) * 10 + 1;
if (quantize_trigger) {
c = round(c * colors) / colors;
}
// c = mix(c, 1 - c, step(noise_f(uv0 * 10 + vec2(iTime * 0.1, 0), 5), 0.5));
// c = mix(c, 1 - c, step(noise_f(uv0 * 10 + vec2(iTime * .1, 0), 5), .5));
return fx_master(c0, c, seed, m0);
}
// FX 6 : dithering
subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
// start
@@ -168,7 +164,7 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb
if (pixel_size_trigger) {
uv2 = floor(uv2 * k1) / k1;
}
vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, 0.005 * blur).xyz;
vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, .005 * blur).xyz;
float k3 = pow(2, 5 - floor(quantize * 5));
if (quantize_trigger) {
c *= k3;
@@ -184,7 +180,7 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb
}
// FX 7 : tv
subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
// start
@@ -203,13 +199,13 @@ subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedb
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
float k1 = lens_v * 0.5;
float k1 = lens_v * .5;
uv2 *= 1 + zoom * 2;
uv2 = lens(uv2, -k1, k1);
float k = horizontal_noise;
vec3 c = vec3(
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1000 + iTime) - 0.5) * k * 0.1)).x,
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1100 + iTime) - 0.5) * k * 0.1)).y,
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1000 + iTime) - .5) * k * .1)).x,
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1100 + iTime) - .5) * k * .1)).y,
reframe_b(previous, uv2).z
);
@@ -217,7 +213,7 @@ subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedb
}
// FX 8 : kaleidoscope
subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
// start
@@ -237,9 +233,9 @@ subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedb
vec3 c0 = texture(previous, uv0).xyz;
vec2 uv2 = uv1;
uv2 = mix(uv2, kal2(uv2 * rot(0.25), floor(axes * 9 + 1)) * vec2(1, -2) + vec2(0, -0.5), axes_trigger);
uv2 = mix(uv2, kal2(uv2 * rot(.25), floor(axes * 9 + 1)) * vec2(1, -2) + vec2(0, -.5), axes_trigger);
uv2 *= rot(rotation);
uv2.x = (saw(uv2.x / ratio + 0.5 + h_scroll * 2) - 0.5) * ratio;
uv2.x = (saw(uv2.x / ratio + .5 + h_scroll * 2) - .5) * ratio;
vec3 c = reframe(previous, uv2).xyz;
return fx_master(c0, c, seed, m0);
@@ -248,7 +244,7 @@ subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedb
#include inc_cp437.glsl
// FX 9 : cp437
subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
// start
@@ -274,21 +270,21 @@ subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedb
uv2 = floor(uv2 * k1) * inv_k;
int start_char = charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2] : 0x01;
int char_span = int((charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2 + 1] : 255));
char_span = int(char_span * max(1 - charset.y, 1 / (char_span * 0.75)));
char_span = int(char_span * max(1 - charset.y, 1 / (char_span * .75)));
ivec2 uv2i = ivec2(uv2 * k1);
int code = ((charset_ctrl.y < 1 || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
vec3 c = reframe(previous, uv2 + vec2(0, 0) * inv_k * 0.125).xyz * 0.2
+ reframe(previous, uv2 + vec2(1, 0) * inv_k * 0.125).xyz * 0.2
+ reframe(previous, uv2 + vec2(1, 1) * inv_k * 0.125).xyz * 0.2
+ reframe(previous, uv2 + vec2(0, 1) * inv_k * 0.125).xyz * 0.2
+ reframe(previous, uv2 + vec2(0.5, 0.5) * inv_k * 0.125).xyz * 0.2;
vec3 c = reframe(previous, uv2 + vec2(0, 0) * inv_k * .125).xyz * .2
+ reframe(previous, uv2 + vec2(1, 0) * inv_k * .125).xyz * .2
+ reframe(previous, uv2 + vec2(1, 1) * inv_k * .125).xyz * .2
+ reframe(previous, uv2 + vec2(0, 1) * inv_k * .125).xyz * .2
+ reframe(previous, uv2 + vec2(.5, .5) * inv_k * .125).xyz * .2;
c = char(mod(uv1 * k1, 1), code) ? c : vec3(0);
return fx_master(c0, c, seed, m0);
}
// FX 10 : lens
subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
// start
@@ -316,7 +312,7 @@ subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feed
}
// FX 11 : spill
subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
// start
@@ -345,14 +341,14 @@ subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feed
}
// FX 12 : Game Of Life
subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
return texture(previous, vUV); // TODO disabled
// start
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - 0.5) * vec2(ratio, 1);
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
// controls
@@ -360,7 +356,7 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
bool pixel_size_trigger = magic_trigger(b1, seed + 10);
f2 = magic_f(f2, b2, seed + 20);
int rule = int(f2.x * 12);
float threshold = f2.y * 0.9 + 0.05;
float threshold = f2.y * .9 + .05;
float fb = magic(f3, b3, seed + 30);
// logic
@@ -372,13 +368,13 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
float p = 1 / k1;
uv2 = round(uv2 * k1) / k1;
vec3 c1 = mix(
reframe(previous, uv2 + vec2(0.5, 0.5) * p).xyz,
reframe(feedback, uv2 + vec2(0.5, 0.5) * p).xyz,
reframe(previous, uv2 + vec2(.5, .5) * p).xyz,
reframe(feedback, uv2 + vec2(.5, .5) * p).xyz,
fb
);
vec3 c2 = mix(
reframe(previous, uv2 + vec2(1.5, 0.5) * p).xyz,
reframe(feedback, uv2 + vec2(1.5, 0.5) * p).xyz,
reframe(previous, uv2 + vec2(1.5, .5) * p).xyz,
reframe(feedback, uv2 + vec2(1.5, .5) * p).xyz,
fb
);
vec3 c3 = mix(
@@ -387,33 +383,33 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
fb
);
vec3 c4 = mix(
reframe(previous, uv2 + vec2(0.5, 1.5) * p).xyz,
reframe(feedback, uv2 + vec2(0.5, 1.5) * p).xyz,
reframe(previous, uv2 + vec2(.5, 1.5) * p).xyz,
reframe(feedback, uv2 + vec2(.5, 1.5) * p).xyz,
fb
);
vec3 c5 = mix(
reframe(previous, uv2 + vec2(-0.5, 1.5) * p).xyz,
reframe(feedback, uv2 + vec2(-0.5, 1.5) * p).xyz,
reframe(previous, uv2 + vec2(-.5, 1.5) * p).xyz,
reframe(feedback, uv2 + vec2(-.5, 1.5) * p).xyz,
fb
);
vec3 c6 = mix(
reframe(previous, uv2 + vec2(-0.5, 0.5) * p).xyz,
reframe(feedback, uv2 + vec2(-0.5, 0.5) * p).xyz,
reframe(previous, uv2 + vec2(-.5, .5) * p).xyz,
reframe(feedback, uv2 + vec2(-.5, .5) * p).xyz,
fb
);
vec3 c7 = mix(
reframe(previous, uv2 + vec2(-0.5, -0.5) * p).xyz,
reframe(feedback, uv2 + vec2(-0.5, -0.5) * p).xyz,
reframe(previous, uv2 + vec2(-.5, -.5) * p).xyz,
reframe(feedback, uv2 + vec2(-.5, -.5) * p).xyz,
fb
);
vec3 c8 = mix(
reframe(previous, uv2 + vec2(0.5, -0.5) * p).xyz,
reframe(feedback, uv2 + vec2(0.5, -0.5) * p).xyz,
reframe(previous, uv2 + vec2(.5, -.5) * p).xyz,
reframe(feedback, uv2 + vec2(.5, -.5) * p).xyz,
fb
);
vec3 c9 = mix(
reframe(previous, uv2 + vec2(-0.5, -0.5) * p).xyz,
reframe(feedback, uv2 + vec2(-0.5, -0.5) * p).xyz,
reframe(previous, uv2 + vec2(-.5, -.5) * p).xyz,
reframe(feedback, uv2 + vec2(-.5, -.5) * p).xyz,
fb
);
bool alive = mean(c1) >= threshold;
@@ -460,7 +456,7 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
}
// FX 13 : Sobel
subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
// start
@@ -472,14 +468,14 @@ subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feed
float sx = magic(f1, b1, seed + 10) * 2;
float sy = magic(f2, b2, seed + 20) * 2;
float disp = 0.005 * magic(f3, b3, seed + 30);
float disp = .005 * magic(f3, b3, seed + 30);
// logic
vec3 c0 = texture(previous, uv0).xyz;
const mat3x3 sobelx = {{-1, -2, -1}, {0, 0, 0}, {1, 2, 1}};
const mat3x3 sobely = {{-1, 0, 1}, {-2, 0, 2}, {-1, 0, 1}};
const mat3x3 sobelx = mat3x3(-1, -2, -1, 0, 0, 0, 1, 2, 1);
const mat3x3 sobely = mat3x3(-1, 0, 1, -2, 0, 2, -1, 0, 1);
mat3x3 sobel = sobelx * sx + sobely * sy;
@@ -489,7 +485,7 @@ subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feed
}
// FX 14 : Isometric
subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
// start
@@ -524,11 +520,10 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed
return fx_master(c0, c, seed, m0);
}
// FX 15 : Random
subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
{
return texture(previous, vUV); // TODO disabled
int fx = int(randTime(seed + 100) * 14);
vec4 fx_stage(int fx, vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0) {
if (fx >= 15) {
fx = int(randTime(seed + 100) * 14);
}
if (fx == 0) {
return fx_1(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);